#Neuro Sama Survivors-like

1 messages · Page 5 of 1

hard moth
cerulean bear
#

Tbh, I kinda struggled with what to do for the swords too. The range is really good, except it's quite literally a double edged sword.

Slowing neuro down makes it harder for her to get close, and I have an idea on how to create distance between her and vedal so he can get out of the swords range. Anny has portal so she should be good with neuro taking longer to catch up.

The only other way I could think of is some kind of rework to the friendly fire system. I think I have a good idea for that, but it should probably be in a different update if it happens

#

I thinks it's a good place to start at least, seeing as she's faster than everyone else

tired haven
#

Requiring you to run away from Neuro to survive doesn't sound that good to me, with Evil there is no issue since Evil can't hit you unless you get close to her or get fireballs and stuff for her, but that stuff is very easy to dodge without affecting damage output, while for Neuro to be able to survive, you currently need to usually aim back, which causes a loss in damage from aiming, and I feel like even if you were able to outrun Neuro, not being able to stand still would become a disadvantage over Evil in the late game especially

#

It is also not very convenient for dodging enemies if Neuro runs slower than the collab partner, and dodging enemies is quite required with Neuro with Neuro having bad healing

cerulean bear
#

You can't really stand still with neuro because of the nukes and feathers as is

tired haven
#

But you can stop for a moment with either usually

#

Staggered movement is possible with Evil

#

I used it on my latest really good run

cerulean bear
#

Well honestly, I wouldn't be opposed to seeing how it is without friendly fire. It might be a bit strong, but I don't think it will be fireball levels of strong

tired haven
#

The main thing you would want that to apply to would be the swords, but the swords not doing damage kinda takes away from the unique thing the game has, so not sure about it

#

I guess the only way really would be to try and see what happens

#

Another possibility would be to make Neuro's swords have a "strong" and "weak" part, where the inner "strong" part does more damage and is the only part with friendly fire and is small enough that Vedal needs to actually move towards Neuro for it to deal damage

#

Something like that could be interesting

#

That way you could keep the range of the swords while keeping an element of friendly fire and you would also be adding a reason for it to exist in that way

#

(liiterally just came up with that idea)

cerulean bear
#

That's a pretty good idea. It's kinda like super smash bros where certain parts of attacks deal more damage

hard moth
cerulean bear
#

And yeah, I think the swords wouldn't be the best attack to remove friendly fire from. Would make more sense on the drones because they fly, and maybe feathers too

#

Also, having a couple of attacks without friendly fire is an indirect nerf to filtered, which is definitely one of the 3 best upgrades at the moment and is basically mandatory to have

#

I'm gonna do a couple anny + neuro runs, because I think it's my least played pairing

hard moth
tired haven
#

Yeah, you should definitely try that for next update

tired haven
#

No way

cerulean bear
#

I remembered you guys talking about not letting you have no upgrades that deal damage or something like that, so I tried it out lol. Almost survived 3 minutes like that

tired haven
#

Oh, that makes sense then

hard moth
#

I got a lot of 0 scores when I was doing testing cauz I wanted to end the game as fast as possible but they weren't uploaded. If they were the leaderboard will probably be full of 0 scores from me mahiro

cold egret
#

perhaps you should get a bit of score per time survived in endless mode, but not as much as you get for killing enemies, just so that you can attempt stuff like that no damage upgrades run and still get score for it :D

tired haven
#

Yeah, it would make sense for the next update to add some score for time survived

hard moth
#

I think I should yah. I already store recorded time so it shouldnt be too hard to somehow implement that into the score system

upbeat edge
#

Hi. I started playing this recently. Pretty fun! I haven’t played enough to feel very confident in suggesting many major changes, but I do have a few small nitpicks. Keep in mind this is from the perspective of someone who has not read the months worth of content in this forum, so, apologies if I say something that someone else already has/is already planned to be changed.

-There’s an inconsistency with effects referring exclusively to Neuro saying “AI” while effects referring exclusively to Evil say “Evil” (“The AI will chase after you closer” vs “Evil will stay further away from you”). It would be nice if it was consistent—so either Neuro’s effects should say Neuro, or Evil’s effects should say The AI.
-Vedal’s rum is very odd. It is thrown from his hand, until he throws one while you’re moving, where it will then begin to be thrown from the bottom left or bottom right of his hitbox. The direction it is thrown from is not based on which direction Vedal is facing, but rather the direction he was moving towards when he threw the last bottle (so if you turn around and stop moving, the bottle is thrown from behind him).
-There’s no visual indicator of how close you are to beating the stage. Which would be nice.
-Neuro’s Dual Strikes attacks where the cursor is pointing. Not that this is an issue or a bug, but it is the only case of you being able to control the AI’s attacks directly I think, and I don’t think it’s ever said in game, so it’s a bit odd. Might be nice to say that fact in the lv. 1 upgrade’s description.
-Evil’s Summon Circle slows collab partner. Makes sense with the friendly fire mechanics, but is inconsistent with the description “slow all enemies within range”.

#

The one important gameplay thing I’ll say for now is that Neuro’s Gaslight ability doesn’t mesh well with the fact she wants to be extremely close to the collab partner, and thus is likely to deal friendly fire damage. So whenever she diverts damage to the collab partner, they’re likely already more hurt than she is. It also makes cookies less useful since the collab partner will be taking most of the damage, but cannot use cookies. I think it’d be better if she only deflected damage if her health is less than her collab partner’s. Maybe she could even take damage for her collab partner if her health is higher? I dunno.

#

Essaying indeed neurobot

hard moth
#

NeuroNoting thank you for the detailed review!

#

yah the descriptions need a long awaited update

#

and gaslight is kinda funny but basically has no synergy with anything

#

will take into account in the Balancing & Achievements Update

upbeat edge
#

👍

cerulean bear
#

I never really caught any of those inconsistencies lol. Gaslight does have a bit of synergy with anny due to her HP regen.

I think once the changes are made to the swords, gaslight will become better due to not having so much of your health gone already.

If you're already good at dodging, I think gaslight is kind of worth getting. Neuro is more likely to die before you, and it's a 30% chance for her to negate incoming damage

#

Actually, one thing I have noticed is that Vedal is slightly faster than neuro when you run in a straight line. It takes a few seconds, but you can actually use the swords better if you do that

tired haven
tired haven
hard moth
#

ok so I started making some ideas about the balancing.

My current idea to balance Neuro is to create a separate upgrade where if you are within a certain radius of Neuro, her attacks will not do any damage to you. Even if you leave this area you will still be immune for a couple seconds until it wears off NeuroSip

tired haven
#

My idea was to make it so being far enough away makes the swords specifically not do damage

#

But enemies that far away also take less damage

hard moth
tired haven
#

And enemies within that smaller range will also take more damage

#

Making that part a "strong" part of the sword swing

hard moth
#

hmm

#

or oh mabe the first hit you don't get hit, but the second hit you get hit?

#

since she does two strikes

tired haven
#

No, that would still be too limiting and confusing for aiming

hard moth
#

true and it would be a nightmare to implement programming wise

tired haven
#

The two range idea is what I think would work as the best balance between keeping friendly fire for the swords and being able to aim

hard moth
#

seems the most simple to implement

tired haven
#

Yeah, I would recommend that

#

Make sure the range where you start taking damage from Neuro's swords is small enough that it's smaller than the radius at which the collab partner is at their closest with all upgrades

#

I think that should work for balancing the swords and making Neuro much better to play with

#

Except for stuff like the gaslight + raise the timer combo which you're basically forced to get if you're on endless, maybe make the damage from raise the timer not be gaslight-able

#

Currently having all of the upgrades for Neuro is really not viable

#

Which is bad for endless mode

hard moth
#

ill probably just make gaslight not have that drawback of redirecting damage or redirect damage back to the enemy NeuroSip

tired haven
#

That would likely make it a lot more powerful, so you might have to adjust it somewhat in that case, just making it not count damage from raise the timer would be much simpler (AKA it does nothing with that damage and it gets applied to Neuro as normal)

#

Although making Neuro more powerful is the goal, so I guess you can try it

#

Since currently Neuro is not viable for high scores

hard moth
#

yah buffing Neuro is ultimately the goal since rn she is the weakest character to use

#

Ill probably dial back down gaslight numbers but want to try sending damage back to the enemy

tired haven
#

Yeah, you'll likely have to experiment with stuff

#

Also, let me know when you want me to implement the achievement storage serverside or something

#

Should be simple to do myself now that I have references for HTTP stuff

cerulean bear
#

Honestly I don't ever take raise the timer no matter what. It just kills you between waves unless you avoid picking up exp. It also just reduces your total bulk.

The best idea I've had to save the upgrade would be to have it drain 1% of her health per second, giving her 100 seconds instead of 45. Buffing the healing would also help. Maybe 1/1.25/1.5 would be good? Lastly, adding a limit so it doesn't kill her. Having it not take her below 10% HP gives her 90 seconds instead of 100, but at least a healing upgrade won't kill her. It also emulates the last hour of the subathon neuroHypers

#

I had the idea for this one really quickly, but it also made me realize having an upgrade that heals you also damage you is kinda counter intuitive, but maybe it can be made to work. If it doesn't, it would make for a cool game mode tbh

tired haven
cerulean bear
#

It always killed me even before endless lol. you have to pick up at least 2 gears a second to do any actual healing, and you also have something else to manage. you can't freely level up, and have to limit your movement to avoid picking them up when you dont want to

hard moth
#

hmm maybe I should uncap maximum health for that specific upgrade NeuroSip

tired haven
tired haven
hard moth
#

that too

tired haven
#

That upgrade could definitely use some improvements, especially with endless mode added

cerulean bear
#

if you do uncap max health for it, maybe it has reduced healing past max health? just in case the healing ends up being too good and she has like 300 health somehow

hard moth
#

mabe yah that could be a way to balance the upgrade out

cerulean bear
#

i doubt it would reach quite that high, but it might be a tad op otherwise neurOMEGALUL

hard moth
#

subathon timers tend to go above and beyond expectations neurowheeze

cerulean bear
#

somehow there's now a neuro score over 8.5k

meager ember
#

if i don't update the leaderboards it's not real

cerulean bear
#

it's not their highest score so it won't show there

tired haven
tired haven
cerulean bear
#

btw, is it just me or am i hearing neuro say "heart" in the music for farm? i only noticed it a few days ago and forgot to ask lol

tired haven
hard moth
#

Erm I never heard it myself neurOwO

tired haven
cerulean bear
#

so im not crazy, good to know lol

#

also, it kinda feels weird to see neuro running with her swords now that we can select the starting upgrades

tired haven
#

I assume the sprite was not designed with that feature in mind

cerulean bear
#

i can't imagine it was lol

tired haven
#

Anyone had login issues?

hard moth
#

or other issues like a popup saying a score sending failed or something like that?

hard moth
cerulean bear
#

Oh, I did yesterday! I lost some good anny/neuro scores to that. Including a 7.5k one

hard moth
#

ohh sadge

#

Erm

#

hopefully with this patch it never happens again

#

but if it ever happens again please feel free to alert me

#

or super

cerulean bear
#

It's ok. I managed to beat it anyway, and get it on there

#

Will do

tired haven
#

Should be fixed in the latest pair of patches

cerulean bear
#

It was probably because my dad was downloading something, but yesterday was the first time this happened. He basically had all the internet speed which maybe caused it to timeout?

tired haven
#

I saw in the server logs there were issues with token refreshing

#

That was a serverside implementation error

hard moth
#

yah should be fixed in the latest NeuroSip

cerulean bear
#

Huh, yeah it did kinda persist afterwards, and it wanted me to log out and in again

hard moth
#

yup that kind of proves it

tired haven
#

That makes sense

#

Corresponds to what we had in the server logs

hard moth
#

In the scenario that there is an error like this, the solution is to log in and out again which manually refreshes the tokens, hence I put that pop up just in case I messed up the refresh token stuff, which apparently, I did mess up

#

but now, with the latest patch, the refresh should be automatic

tired haven
#

Yeah, it should hopefully work now

hard moth
cerulean bear
#

I'll probably download it later because I only woke up like 20 minutes ago

hard moth
#

yah, no worries

Basically the TLDR of the issue is that when you log in using discord after a certain amount of time the login needs to be kept alive by 'refreshing'. It is supposed to be automatic, but I messed something up and it didn't happen. With the fix this refresh should happen automatically when you send your score.

tired haven
#

Well, I guess what matters is that it should be fixed now, let me know whenever you decide it's a good time to implement the achievement backup stuff

hard moth
#

btw if anyone finds a button that does not have a sfx attached to it please feel free to tell me and ill fix

cerulean bear
#

i just got done recording another meme idea, but after the setup and actually doing it, i realized i forgot to make sure obs was recording this version of the game

#

also, i made it so people can now see when i'm playing by checking my profile neuroHypers

#

i have to update that each update too tho

#

side note, my fps was higher than usual. i was getting around 33-34 at the start and like 28 to 30 around level 17-18

hard moth
#

hmm, so mabe my slight optimization worked

cerulean bear
#

i usually have about 23 to 24? i don't remember exactly, but its definitely higher

upbeat edge
# hard moth btw if anyone finds a button that does *not* have a sfx attached to it please fe...

“Your scores only” toggle does not have a sound effect (but that’s also not really a button so idk if that counts).

Hovering over scores does not have a sound effect. If that counts as a button.

Exit button in Characters tab does not have a sound effect. Exit button from each character’s upgrades also do not have sound effects.

Upgrades in each character’s upgrades do not have sound effects.

Difficulty select does not have a sound effect.

Exit button for map select does not have a sound effect. Exit button for character select also does not have a sound effect.

Hovering over characters, both in the Characters tab and before starting a game, does not have a sound effect. If those count as buttons.

Nothing in the pause menu has a sound effect. Not even the settings menu, which does have sound effects normally.

Upgrade selection/reroll button has no sound effects. NTX 4090 also has no sound effects.

Quit button when finishing a map does not have a sound effect.

upbeat edge
#

So anyways while I was busy throwing my runs, I noticed a bug. In the first screenshot you can see my level is 65, but on the leaderboard, it says my level was 56. The other two stats are consistent so I'm not sure why that one's wrong.

hard moth
#

hmm, noted, ill try looking into it. The levels has caused some issues before.

tired haven
#

Just booted up the latest version and for some reason the menu music sounds pitched up, could just be me though, or somehow it was sped up or something, I have no idea (I haven't touched the game in a bit)

#

Yeah, I feel like all music is sped up in the latest version by a major amount

#

Might even extend to all audio

viral talon
#

Audio doesnt seem pitch up to me

hard moth
#

hmm things also seem fine for me

tired haven
#

Well, for some reason it sounded sped up to me, and I usually notice small things like that with audio, although in this case it could also easily just be the long break I have taken from the game or something, who knows

cerulean bear
#

so about that doc I had mentioned... I may have forgotten about it neurOMEGALUL . I wound up losing the motivation, but it was something I was doing on a whim anyways

#

also, music sounds normal to me

tulip frost
#

Probably been asked before but this is all in GDScript right?

tulip frost
#

Studying programming right now, figured I might learn a thing or two if I experiment with godot in the future

#

I still have the link to the github so I can check that if need be

tired haven
tulip frost
tired haven
#

Well, Godot is designed for GDScript, so that is what Neuro adventures uses
Kotge wrote the client anyway, I did most of the serverside

tulip frost
#

Oh sorry I misunderstood, I thought you meant Godot as a program is GDscript only, my bad

tired haven
#

Yeah, no, that is not what I was saying, I know it supports other languages

hard moth
#

Btw with GDExtension you can also use C++ with Godot

tired haven
#

I wonder if it's compiled as C++-like native code or something else

#

I assume Godot usually compiles to something like .NET, since it's so easy to decompile losslessly

hard moth
tired haven
#

Seems like just linking in DLLs or something

hard moth
#

Yah, so no need to compile the entire engine every time you change something, only the extension

tired haven
#

Yeah, makes sense to me

#

Pretty interesting

#

I assume that would make it possible to link in a thing using LibTorch or something to use AI in Godot

hard moth
#

Theres apparently even Kotlin bindings, so if you really want for whatever reason you can use Kotlin with Godot.

tired haven
#

Interesting

#

Very interesting

#

Well, I can probably manage GDScript and I want to learn C++ anyway (already kinda started)

hard moth
#

Im gonna hav to learn C++ if I want to pass my midterms cirSaddest

tired haven
#

Well, it doesn't seem too complex to me, at least so far, it's gonna take some learning though, it's definitely a bit more complex than Kotlin

hard moth
#

Once im familiar enough w c++ i might attempt to move some of the heavy stuff over to c++ and see if that improves performance NeuroSip

#

I.e. enemy movement and detection

tired haven
#

Makes sense to me, just make sure that in case it makes additional DLLs, you include those in the uploaded package

#

I can try to help with it if you want, I understand at least something about C++ and stuff like avoiding memory leaks

upbeat edge
#

I was one level away from reaching level 69 in endless mode before I died this is awful

#

Anyways hehehe

tired haven
#

Oh wow, I haven't even managed a 30K range score yet and people are already getting 40K range scores

upbeat edge
#

Simply pick anny + eliv get all the upgrades and then run around in a circle for an hour mhm

tired haven
#

That is what I have been trying to do I guess

#

I guess I need to get better at dodging or something, not sure

#

We'll see whenever I next attempt this game again

upbeat edge
#

Yea

#

Dodging becomes very important later on when enemies will wipe out a third of your health by grazing them. Portal gun can be useful to escape as well

tired haven
#

Will have to try to get better I guess

upbeat edge
#

neuro7 gl

tired haven
#

We'll see once I play this game again, I've been playing Satisfactory for a while now on my server since 1.0 released

upbeat edge
#

Yo guys look I reached level 69 neuroHypers and level 420 neuroHypers and level 727 neuroHypers

#

And here's the leaderboard score for (a very similar test) run.

#

So I think I found the problem with the leaderboard level desync bug from last time.

_on_collect_exp increments lv (the real level variable) and calls get_random_upgrades

get_random_upgrades calls send_random_upgrades

send_random_upgrades increments display_level

_on_reroll_button_pressed also calls get_random_upgrades --> send_random_upgrades --> increment display_level, but does NOT call _on_collect_exp to increment the real lv.

This causes a desync as the leaderboard uses the real lv and not the displayed one.

hard moth
#

Evil harpoon upgrade NeuroSip

#

(Included next update)

elfin pike
#

this gonna be fun

tired haven
#

Just let me know when you want the server implementation for it

hard moth
#

Im just collecting what I should update for now, actual update probably won't happen until my midterms are over (a couple weeks from now)

tired haven
#

Ok then, I can wait, I have a lot of cool stuff to do like making Evil covers and once the new Neuro model is ready probably Neuro covers too

cerulean bear
#

Btw, something I thought of while working on the doc that could be an April fools joke. What if anny's stars were changed to fish? Would be funny if permanent for nesus

tired haven
#

That would require some stuff on the server probably, but it would be funny

upbeat edge
#

I always bring only the most useful of reports. Anyways I think all the max level collectible upgrades only have a 4% chance to drop their respective collectible instead of the 5% advertised? The collectible_upgrade's sync_level matches the drop chance with these vars but. None of the collectible upgrades. Have a level 5.

hard moth
#

Currently, TODO for the next update:

  • Evil and Anny related Achievements, and more achievements in general. Current ideas that have been suggested here:
    • Loving Mother (Anny achieve. Must stay in proximity to the AI.)
    • Anny are you OK (No damage Anny run)
  • Ability for achievements to be saved
  • Balancing
    • Dual strike is too hard to use. Most likely this will be done by reducing Collab partner hit range
    • Neuro upgrades in general requires improvement. Angel wings will probably be replaced or receive a buff, etc. Gaslight may redirect damage to enemy not Vedal and raise the timer may be uncapped. Idk will test things out.
  • New Upgrades
    • One new Neuro upgrade (idk yet)
    • Harpoon for Evil
  • Bug fixes
    • lvl inconsistency bug fix
    • max collecitible level bug fix
    • Bunch of buttons don't have a sfx
#

Please feel free to ping me if I'v missed anything. This is my to-do list for once my midterms are over.

cerulean bear
#

Achievement: Left For Milk

Vedal must stay a certain distance away from Evil (with a 5ish second allowance at the start to create distance)

Also, the ability to track achievements would be a nice touch, although probably better to add when there are more achievements to add. Would be helpful if it activated the range for Loving Mother and potentially Left For Milk.

For angel wings, I feel it should get somewhat of a rework too. It's annoying as heck when there are like 5 enemies closer to her than me, and she only targets me with like 7 shots in a row.

Instead of shooting feathers in seemingly random directions, it could shoot a spread of feathers like a shotgun that preferably don't target you. (That makes more sense on the nukes anyway.) Also, level 1 feathers hit multiple enemies if they spawn on them, making level 2 feel like it does nothing at times.

For comparison, it currently shoots up to 2 feathers, hitting up to 3 each and can do up to 18 damage per hit. Fireball shoots up to 20 at 4 enemies each for 12 damage a hit.

As for upgrade levels, this is what I've been thinking

Level 1: 1 feather hits up to 3
Level 2: +1 feather
Level 3 and 4: no change
Level 5: +1 or +2 pierce
Level 6: +1 feather
This would be 3 feathers that hit up to 4/5 enemies for 18 (might be a tad strong if fired in a spread, but idk)

Alternatively, shuffling around the feathers and pierce might look like this

Level 1: 2 feathers hit 1 enemy each
Level 2: +1 or +2 pierce
Level 5: +1 feather
Level 6: +2 or +1 pierce

#

I essay too easily cirSlain

upbeat edge
#

Also achievement idea: "just dodge lol", win a game with Evil's Fireball upgrade at max level and having NO levels of Filter.

hard moth
cold egret
#

I think this glitch was already known about, but in case this helps, I testify as a witness to neuro glitching through walls

tired haven
#

Woah, that one should definitely not happen

cerulean bear
hard moth
#

Though that doesnt explain why the pathing changed... evilDeadge

hard moth
#

midterms done owoYay will I get a chance to finally work on this? i huv no clue since I also kinda wanna join the halloween drawing contst. But might put aside some time to work on the update NeuroSip

tired haven
#

Ok then
Let me know when you need stuff on the serverside
Also, I might borrow the Discord OAuth stuff for Neuro TCG at some point

#

Figuring out the Godot stuff is gonna be the hardest part in finishing that for me
I'm more of a backend dev, like is seen with how quickly I can put stuff on the server for Neuro adventures if needed

fading fractal
#

the ais definitely need better ways to defend themselves, also evil just runs through the horde and dies

tired haven
#

Sounds like a slight skill problem, at least with Evil + Anny

#

You gotta actually walk in such a way you control where the AI goes

#

That's basically the whole gimmick of the game, playing while keeping track of and accounting for the AI

#

Starting off takes some getting used to
Once you get the hang of things, it works quite well

fading fractal
#

i do try to

#

however, sometimes it's just not possible to properly guide her

tired haven
#

It just requires learning, it's basically the main challenge in the game to keep track of the AI

hard moth
#

Iv decided to some aside some time every week to work on this, so some progress might be made. I want to try and get this update done before the end of the year NeuroSip

#

Aside from my list neuro and evil will probably get 2-3 new upgrades, im hoping it will help out with the balancing

#

So, if anyone has upgrade ideas, would be appreciated colonthree (Evil already has harpoon)

cerulean bear
#

I'm just glad to know that it's not coming out in a week or two lol. Magic survival should be dropping a new update very soon, and I'm already hyped for that. Though I think Korea gets 2 weeks of beta first neuroSad

hard moth
#

Mabe I should play that for inspiration SMOCUS

cerulean bear
#

I did have ideas for a pair of upgrades actually. I was thinking they could be ultimate abilities with more powerful effects, but long cooldowns

#

Lava lamp and plasma globe were what I was gonna have them be for

#

And to further make them special, I was thinking that the last level of the upgrade could have 2 or 3 options.

#

My idea for lava lamp for example was a healing ability that would heal a portion of both characters with a semi long cooldown.

For the final level, one path would buff the healing and shorten the cooldown,

another path would turn off friendly fire for a short while in addition to the healing (alternatively, instead of healing, friendly fire turns into healing. Though the AI won't benefit)

The third path would grant a couple layers of a stacking shield to both every time you use it, with a cap (also in addition to the healing)

#

I had forgotten some of the details, so it took me a bit neurOMEGALUL

#

You can only take one of the 3 of course. It would help make each run a bit more unique

cerulean bear
#

(it also has a fireball fusion that functions very similarly to evil's fireball neurOMEGALUL )

hard moth
#

Hem, plasma globe seems like a good name for an offensive attack NeuroSip

cerulean bear
#

Yeah, that was the idea I had for it. A fairly long cooldown, but a powerful AOE attack centered on evil (preferably without friendly fire, as it would likely demolish the player unless they have filtered maxed neurOMEGALUL )

The one path I remember was to have it give a big damage buff to her for a time and maybe the collab partner too, instead of the attack (basically supercharging her). Alternatively, keeping the attack and giving a small damage buff afterwards works too.

Another idea for a path could be that the attack stuns enemies for a couple seconds

Another path could give evil a damaging aura of electricity for a short while after

tired haven
meager ember
#

welcome back kotge! lemme know what you need pinned whenever :)

hard moth
hard moth
tired haven
hard moth
#

I guess the server part can be worked on whenever. I just need a system like the uploading scores one, except instead of scores its

Sending list of achievements of user
Fetching list of achievements of user

tired haven
#

Yeah, should be easy
Just another endpoint like /achievements that always requires auth to access

#

Maybe I'll try to work on it later today
Seems like it should be easy enough, I just have to store lists of achievements, where I can make achievements into an Achievement class

#

Then just a bunch of serialization and deserialization, and a couple request handling functions

#

And of course the auth check on the API endpoint will be in the handle function this time instead of the addScore function, so you always gotta send auth to that endpoint to use it

tired haven
#

Do you want to store some kind of progress variable with each achievement to easily be able to save stuff like achievements that require something to be done multiple times?

#

@hard moth ?

tired haven
#

I'll store that then
It'll just be a Long value
I'll send you the spec once I'm done with it

cerulean bear
# hard moth So, if anyone has upgrade ideas, would be appreciated <:colonthree:1291052141732...

I have a few ideas for a giraffe related upgrade. I was trying to come up with a giraffe plush upgrade other than the one below, but didn't manage to think of more good concepts for a plush. Plushies aren't exactly known for being weapons after all. The rest I came up with while on that train of thought and figured I may as well share them.

  1. Plush Decoy: Neuro throws a giraffe plush that distract nearby enemies for a short time, or until destroyed.

Would probably work better as an ability, as if it's automatic she might throw it in a problematic spot, and potentially be kinda janky to use if aim-able like vedal's rum.

Upgrades could affect things like cooldown, duration, range, cap on distracted enemies, explosion after expiring.

  1. Giraffe Form: Neuro turns into a giraffe for a short time, granting giraffe related abilities. Should probably have a longer cooldown. (Inspiration from TierZoo's "Are Giraffes OP?")

Possible abilities include:
-Additional speed
-Short range kick that hits a small number of enemies. Could have a lower damage with knockback and possibly a stun, or just higher damage with no effects
-Damage reduction (Giraffes have long enough legs that even lions struggle to get good damage in)
-Ability to eat nearby cookies when damaged/below an HP threshold

  1. Giraffe Onesie: Grants Neuro a temporary shield bar. (I was trying to make it plushie related, but I couldn't find a way for it to make sense, lol)

  2. Pet Giraffe(s): Gives Neuro a pet giraffe (possibly multiple) that follows her, kicking nearby enemies.

  3. Giraffe Stampede: Periodically spawns a stampede of giraffes that run in a random direction (or the direction she is running (likely better, but more dangerous)). Would be absolutely hilarious if the spawning animation involved them coming out of fridges

#

Of these 5 Ideas, Plush Decoy (assuming it is an ability) would probably have a somewhat higher skill cap, but pretty fun mechanic-wise.

Personally, I'm torn between the wackiness of Giraffe Form, and Giraffe Stampede because the idea of them running out of the fridges is too funny

hard moth
tired haven
#

I'm just gonna assume there hasn't really been any progress recently with anything

hard moth
#

Nope not really I keep using my free time on art instead neuroMahiro but im almost done w my piece NeuroSip

#

And winter break starts in less then a month, so I should have time then.

tired haven
#

Let me know if you need help with anything like the server
I've also recently been going into audio synthetization, so if you need that, I might be able to do something

tired haven
#

That could work as a map idea I guess: Abandoned archive themed map

hard moth
#

Inb4 I get sued by Vedal neuroClueless

cerulean bear
#

Just call it abandoned annals neurOMEGALUL

hard moth
#

Thinking of mabe giving the player the option to toggle betwee Neuro / Evil following the player / not following. With cooldown ofc. Feels like it will help a lot with the balancing issues, I might experiment with it.

#

And along with the current update ill probably do a minor map & enemies redesign, to match the new upgrades.

#

Will experiment neuroKuru

#

Internal deadline for the update is before the end of the year, im gonna lock in on developing this game & Neuro TCG as soon as my finals are done (in like 1.5 weeks from now)

tired haven
#

Or when set to not follow

hard moth
#

probably just stay in place? Like a turret in tower defence games

#

would be too confusing to have her move around I think, and theres some survivors-like I know of that implements tower-defence like mechanics

tired haven
#

Interesting
Could be very powerful with Evil

upbeat edge
#

It'd be useful in the early game where you don't have many levels of filter, potentially moreso for neuro than evil since she just attacks the collab partner half the time. Later in the game though, enemies just swarm (lol) you, and keeping the ai moving is necessary to keep them alive because they get killed by like 4 hits, so eventually it'd even out. At least for evil anyways, I haven't played enough with neuro in endless to know. So it's probably balanced, I think.

tired haven
#

Neuro is currently fairly underpowered

hard moth
#

that will be fixed, definetly, I have a lot of upgrades lined up for Neuro + the fixes.

cerulean bear
#

the AI movement toggle definitely would be useful, especially in tandem with anny's teleport. Could even be turned into an upgrade or something at some point.

There could also be achievements for beating maps where the AI is stationary the whole time, or surviving a certain amount of time in endless like that. Proximity based achievements should probably require the AI to follow you though

hard moth
#

Yar definetly gonna hav some achievements tied to the new mechanic

sharp meadow
#

Im sure this has already been brought up but what if we made this neuro compatible

#

Idk who we is in that sentence but

hard moth
#

hemmm

#

I guess if bucketshot rullet can be made Neuro compatible this can be too

#

would be a bit wierd tho

#

Neuro controlling either Vedal / Anny with ' Neuro ' following them around.

#

it would make sense tho to somehow hook Neuro up with Neuro

#

so she'll be moving around with her AI instead of just following, might be interesting.

#

but I don't think Vedal knows this project exists so... neuroMahiro a pipe dream for now.

cerulean bear
#

I guess it's time for a bit of advertising then. If more neurons play the game, Vedal might show interest neuroCopium

tired haven
#

Making this game Neuro compatible is not feasible due to this game's real time gameplay style

cerulean bear
#

I can do a run on normal and stick the video in #gaming . That would probably get at least a few people interested

tired haven
#

Neuro can really only play games that don't have time based limitations or that have very lenient limitations on her API

#

That is the limitation of her LLM speed apparently allowing her to only run at "3Hz"

#

Which I assume means she can do 3 full completions per second

#

Something along those lines

opal terrace
#

It is still possible, if she doesn't directly control her movement, but sets longer actions for herself (e.g. follow player, go to some position, run in circle, ...)

tired haven
#

That would likely not be flexible enough for her to go around enemies in real time

#

There's no real feasible way to make Neuro play the game with her API in a way that would be flexible enough for her to do well with it

cerulean bear
#

Well even if Neuro can't, there's a chance we could get Vedal to play it during the subathon maybe? (I should probably lay off the neuroCopium )

tired haven
#

Well, he did play my Portal 2 mod, so who knows

cerulean bear
hard moth
#

To be honest I dont really want Vedal or too much people playing this game before I have completed my rework (i.e. next update) mahiro

#

Dont wanna show an incomplete game NeuroSip

cerulean bear
#

fair enough

#

I was debating waiting for it before trying to get more people playing, hoping Vedal would take notice and let Neuro play anyway. Although I guess that's not possible so neuroShrug

tired haven
#

Getting Neuro to play is technically possible, but she can't do it with her LLM trough the API, it would need a dedicated model, and knowing Vedal, that would be too much work for him and he doesn't like doing that a lot any more it seems

hard moth
#

First commit in three months neuroMahiro I got all the bugs fixed ( I think )

hard moth
#

neuroKuru indicates what I'm currently working on.

  • stats refractor
  • pathfinding rewrite
  • specifications
  • Achievements rework + More achievements
  • Setup client for achievement saving
  • Ability to switch follow / not follow modes.
  • ~~Balancing ~~
  • ~~Directives ~~
  • New Upgrades
cerulean bear
#

couple things/thoughts

Uncapped raise the timer? CURSE OF THE TIME GOD 38 YEARS! neurOMEGALUL

Infinite pierce may be kinda strong (like old fireball) but should be fine if there's some drawback, like lower damage, slower cooldown, or a short range for some examples. Though unlike fireball it wont be 20 projectiles, so neuroShrug

What about teleport's out of bounds bug?

hard moth
#

oh errrr

#

gonna fix it now

cerulean bear
#

tbh, I almost forgot about it myself lol

hard moth
#

I "fixed" it by just setting position to the closest legal area if you press out of bounds, it should work, I think

#

idk why I didn't do this before its literally a single line of code change

tired haven
#

Yeah, I assume that should also fix the teleport being way too strict

hard moth
#

yah this way you always teleport, its just if your out of bounds its going to be the closest legal area

tired haven
#

Seems like a good way to do the teleport system

#

Just make sure no out of bounds coordinate is valid

#

Once you get to making the client part of the achievement backup, let me know if there's issues or if there's something you would want to add or change with it

hard moth
#

alr ill prob do that tom or the day after

tired haven
#

Alright then

tulip frost
cold egret
hard moth
hard moth
# tulip frost Is there anything you could use some help with? Even If i don't have much to bri...

More help will always be appreciated neuroHypers

Firstly I am far from a professional developer, so a lot of how I implemented things is questionable, so if there are better ways to implement things in the game, suggestions will be helpfull.

Secondly, it would be great to have some help in implementing the upgrades since rn I have to both draw the sprites + dev. If you are interested in implementing some of them Id be happy to write down a doc on how-to and provide more detailed specifications neuroHypers

tulip frost
#

Oh I'm far from a proper dev either, but i'm always happy to at least try to see if it's possible

upbeat edge
#

PauseSama you need programmers you say?
I'm a bit busy with school at the moment and I'll probably be spending most of my energy on the neuro inscryption mod I'm also working on once I'm done my schoolwork, but I can probably lend a hand with some of the upgrades once I refresh myself on how they work

tired haven
#

If you need anything more on the serverside, let me know
I also know something about audio stuff I guess

#

(I can replicate both Neuro and Evil's voices quite accurately and make covers and songs and such with those)

hard moth
#

Alr will get started working on the docs & specifications neuroHypers

hard moth
#

Conducting reserch for more upgrade ideas neuroHehe

hard moth
#

More ideas
Evil : metal pipe (rains down on region)
Neur : tin cans (stream of bullets), bat (launches to a direction spinning)

tired haven
#

With the tin cans upgrade you could make a very silly achievement where you just copy the name from the tin cans thing from Neuro rants

cerulean bear
#

And you get to play the new update before meneuroCry . I had to settle for conquering the leaderboard in the meantime

#

Also, I had an idea for a sound effects upgrade too. They could maybe both get it?

Upgrade idea: Sound Effects

Plays a random sound effect, granting a temporary buff. Different sound effects give different buffs.

hard moth
#

Hem now I wanna add upgrade fusions neuroMahiro tho dont wanna feature creap so definetly not this update

tired haven
#

Interesting

cerulean bear
cerulean bear
#

I've been low-key avoiding suggesting fusions neurOMEGALUL . I'm pretty sure vampire survivors also has fusions iirc. So I've kinda been trying to think of other ways to add diversity in builds. Same thing with artifacts, although I wasn't focusing on anything like that yet

But yeah, definitely not a decision for a while at least

#

If you do decide to add fusions, then here's an idea before I forget it. Pizza + knife and you get pizza knife

#

Like pizza cutters

tired haven
#

I wonder how much more server integration there will be in the future

#

Would be cool to know any plans there are with the server in the future

hard moth
#

Hmm, for now (as long as the achievements saving works, I havent tested it just yet) everything is done, but in the future, if I add things like in game currency to lvl up characters, I guess those will also need saving server-wise, but thats only an idea for now

tired haven
#

Ok then
Just let me know if you need anything on the server

hard moth
#

Ok hoping to finish the specifications by either tomarrow or the day after, this is near my finals week so im pretty busy but I think I can get it done. I also want to do a little bit of minor refractoring so the upgrade implementation isn't too much of a mess so things might take a bit longer NeuroSip

#

but, if done, this should basically double the amount of upgrades neuroMahiro

tired haven
#

I assume you have some sort of upgrade base class all the upgrades inherit from or something to make it easier to add upgrades by just making classes for the new upgrades the extend the basic functionality of an upgrade (being obtainable, having a name, having an icon and so on)

hard moth
#

I do, plus I have made Upgrades a custom resource so making a new upgrade is easy as filling out a form. The hard part is the actual mechanics ofc.

cerulean bear
#

What are the limitations? Surely I can't just toss over any upgrade idea and it would work without issue

tired haven
hard moth
tired haven
#

In programming there is always something that can be improved (usually making things faster)

tired haven
#

There should be some silly Vedal specific upgrade like "latency update" which makes whichever AI is following Vedal shoot a tiny bit faster (like 0.1 seconds faster)

hard moth
#

And the part that takes the most time

cerulean bear
#

Fair enough

cerulean bear
hard moth
#

Oh I already had plans for that mahiro

cerulean bear
#

Even 3 levels would be a 20% cd reduction on fireball

#

As an example

hard moth
#

Latency upgrade, reduces fire downtime by x %

#

For any upgrade

tired haven
hard moth
#

But I recently figured out a way to do it NeuroSip

#

I can make a custom Timer class that will be affected by the latency upgrade, and use that for all upgrades instead of the normal Timer

cerulean bear
#

So essentially a separate reduction

hard moth
#

Yar, upgrades can have their own cooldown reduction upgrade, and Latency will take a percentage off of that as the base

#

Iv also thought of a Ram upgrade but idk what itll give.

#

Mabe ill save it for the future when I implement something close to Fusions and allow for multiple of them idk

cerulean bear
#

Maybe you choose an upgrade and it boosts that upgrades stats a bit? Boosts would be dependent on the upgrade, and not every upgrade can get it

hard moth
#

Ok I think I got a pretty cool alternative to fusions, and should be easier to implement.

A 'dev stream' you can use once per game.

Allows you to upgrade the stats:
Damage, Cooldown, Quantity, Accuracy for a (offensive) upgrade of choice. <accuracy reduces damage of that particular upgrade to the collab pattner>

How each stats are increased is dependent on the max level upgrades you have.

Each upgrade has an affinity to one of the three. For example,

Max INuke6000 -> Damage Affinity
Max Cookies -> Accuracy Afinity

If you have both, and you use 'dev stream' on "Dual Strike" it will get increased damage and reduced damage towards the collaber.

Quantity will be converted to Cooldown afinity for upgrades whoes quantity cannot change.

An idea for now

tired haven
#

Interesting I guess
By the way, is there plans for more endless mode infinite upgrades?

hard moth
#

Prob yah

tired haven
#

Could go for simple stuff like simple stat increasing upgrades with some names like "enhanced memory speed" or something (just a random one, not exactly what you should use) for something like an attack speed upgrade or something

cerulean bear
#

Definitely seems interesting.

The problem I find with fusions in magic survival is that there isn't much in the way of customization, the exception being magic bolt because you can select an attribute at level 4 and level 7.

There was a time in that game where fusions were removed, and implemented into many of the level 7 attributes. They all had level 4 attributes at the time as well. You could mix and match attributes like you currently can with magic bolt

I think something similar to this might be more fun, although more difficult to balance

hard moth
#

Having a lot of divergent upgrades also seem valid, I can see some uogrades having two pathways, one more dangerous but higher damage but the other weaker but safer for the collab partner NeuroSip

cerulean bear
#

Yeah. I suggested some ideas for lava lamp and plasma globe for example. Some could make the upgrade a bit stronger, some could add utility, or even do something different

#

Although adding something like this would probably be better as a separate update tbh. The balance is gonna change a ton already, and also you said you are planning to get the update out this year neurOMEGALUL

#

There's also the arg-themed map, and miniko too

hard moth
#

Yar so itll prob be

Achievements & Balance & More upgrade (this update) -> Miniko & Arg & Pathways

#

More pathways might be a separate update depending on how things go

upbeat edge
#

Wait, you're planning on adding mini in the future?

hard moth
#

Yah, the update after this one

upbeat edge
#

Interesting

#

...You know...this might be a good time to mention that uh. A month or two ago I might have started a neuro adventures mod that uh. Well,

#

I also wanted to add Hiyori but all I added before I got distracted with the neuro inscryption mod was an upgrade functionally identical to anny's oranges and an infinite upgrade attack that probably doesn't make sense to have in tandem with the existing infinite upgrades, so

tired haven
#

I wonder if it would be possible to port the Miniko mod stuff as a base for the Miniko update
Also, I assume the modded build can't work with the server, or at least can't upload scores, as designed

#

And I just realized the characters page in the game still lacks all of the character images that I think were supposed to be there

#

I may have just found a reproducible way to confuse the AI's pathfinding

  1. go to the obstacle fence
  2. go in one direction near the fence
  3. turn around and pass the AI going in the opposite direction on the fence as you came
  4. the AI thinks you're on the other side of the fence
    Reproducible at least on the fence on the right side coming in from the left
#

The game appears to be able to spawn an insane amount of enemies, enough to lag my insane system down to below 30 FPS

#

The lag there was literally unplayable

#

I think I may finally have an idea of what the black lines I've been seeing may be
They appear to be seams in the background that show up due to my high resolution display or float imprecision or something

upbeat edge
# tired haven I wonder if it would be possible to port the Miniko mod stuff as a base for the ...

I'd be cool with my mod being used as a base. Not sure what exactly would be used from it, and kotge would have to go through my spaghetti code, but. Y'know. Depends on what the upgrades will be for the official mini, there's probably new things that could be referenced considering when I started this it was just after the first mini collab.
Also, I indeed cannot send scores from my mod, but, that might not be because your server is good. I think for some reason I just commented out whatever lets you access the leaderboard at some point neurOMEGALUL I can't even look at scores let alone sign in

#

That's essaying? Really neurobot?

hard moth
hard moth
#

with the new upgrades I think obstaclse will just be an annoiance

hard moth
#

My finals are approaching rapidly and I just spend 6 hrs yesturday playing Magic Survivals in the name of 'research' I am so dead neuroMahiro

cerulean bear
#

Uhhhhh, oops?neuroTehe

#

Also, evil fumo is basically shield from magic survival, but only for evil. As long as the cooldown doesn't get this low while giving 2 at a time, I think it should be ok

tired haven
tired haven
hard moth
tired haven
#

Interesting

hard moth
#

A* iirc

tired haven
#

The bug I was seeing is that Evil thought I was on the other side of the fence when I was hugging the fence from the top

hard moth
#

Yar I had that sometimes too

tired haven
#

I managed to reproduce it fairly consistently

upbeat edge
hard moth
#

hmm, ill def experiment with it, the original idea was it to emulate those bullet hell games where you can shoot.

I might actually make them both active, if that makes sense, make the campfire have a cooldown, and place down using [space], and fire the weapon using the mouse.

#

if it doesn't work out I can always make the weapon passive and shoot automatically NeuroSip

tired haven
#

You would have to somehow make it visible that you have to do that
The current game really lacks any kind of instructions
Maybe a good update would be to add a "guide" tab in the main menu (and maybe pause menu too) that has guides on how to use all the mechanics of the game control wise

hard moth
#

I should add better descriptions for upgrades to the list

#

a guide can def be added in a future update

tired haven
#

A guide would be very useful for new players that need to figure out the controls

#

Especially if there isn't a settings tab like "keybinds" where you can see and change the keybinds

tired haven
#

I feel like some interaction with this enemy separation is causing massive amounts of lag

#

The game really just becomes unplayable if you don't get enough AOE like fireballs early

#

You definitely need to at some point try to do something to try to fix all the framerate related bugs, such as the inconsistent XP bar, and the lag related issues with possibly an inaccurate movement amount approximation and things going trough other things

cerulean bear
#

They are the swarm that is approaching... Eventually

tired haven
#

I think the approximation the game uses for lag might be higher than what the actual speed is, although not sure, that's just how the controls feel when the game slows down to 10 FPS or so

hard moth
#

Im hoping when I change the system for pathfinding the lag also reduces NeuroSip

tired haven
#

You should definitely also make the game more consistent when the framerate changes

tired haven
cerulean bear
#

well that's a first. just got killed by an anti-virus pop-up evilWheeze

#

evil had like no health left, so when it popped up, it defocused the game window and i couldn't move

tired haven
#

Interesting
I've recently been killed by lag quite a few times

cerulean bear
#

I don't usually get killed by lag, mainly because I get fireball pretty early to prevent it

tired haven
#

Even with early fireball I sometimes die to lag by a massive swarm of enemies
You really need a ton of spread damage to not make a lag black hole

hard moth
#

Really hoping changing the pathfinding system will reduce lag by a lot, but im gonna experiment with other stuff to try and reduce it as much as possible

#

I'm also going to try increasing the enemy's speed and reduce their numbers

cerulean bear
#

i just discovered an interesting quirk of pizza. if you keep it on top of you, it doesn't continue to damage you

hard moth
#

yah it does damage-per-hit and not damage per second

tired haven
#

I think the enemy spreading is what cuases the lag with those massive enemy amounts

cerulean bear
#

spreading out the spawning density would probably help more. sometimes theres like 10-15 seconds where few to no enemies spawn, and then a massive wave of them to deal with

hard moth
#

actually do you know how spawning works on Magic Survivals? Do enemies just spawn near the character or something I couldn't quite understand it

cerulean bear
#

they do spawn near the player, but off-screen. they do have a spawn cap, and despawn if you get far away enough

hard moth
#

hmm, might try implementing something similar instead of having them just spawn at the edges of the map NeuroSip

cerulean bear
#

there is an artifact that reduces the cap by 15%, and in the current patch (still don't have the new one lol) there's a bug where the spawn cap is massively reduced sometimes though

hard moth
cerulean bear
#

that's what i'd like to know neurOMEGALUL

hard moth
#

also, just future idea, but I like teh concept of having one-two really powerfull upgrades while all your other ones are disabled. Might figure something out in a future update

#

(i jus discovered Overmind neuroMahiro )

cerulean bear
#

figured

#

it's definitely the most fun of the 3, but perpetual engine is the best (because you can use shield, cloaking, and other support)

hard moth
#

I like the feeling of one upgrade being extremly superpowered with very low cooldown & large size.

I guess, for my game you would def have to consider tho that this might just end your game right away as friendly fire exists.

cerulean bear
#

yeah, the friendly fire system would probably need to be reworked for something like that

#

tbh tho, fireball is basically a fusion as it is

hard moth
#

If I implement a really powerful upgrade like that, Ill probably turn the game touhou-style, as in reduce the collab partner's hitbox to a small dot and allow shift-slow moving

tired haven
#

I may have found a new bug/exploit, but let me just validate it first

#

There is a possibility you can teleport further if you have a second display on the side of the one the game is on

cerulean bear
#

damn, i can't abuse it

tired haven
#

Found it when I accidentally pressed space when I had my cursor on the second screen

cerulean bear
#

does it make the cooldown super long?

tired haven
#

Is the cooldown based on distance?

#

I can't tell

cerulean bear
#

pretty sure it is

#

idk by how much though

tired haven
#

I feel like teleporting shoould just not be allowed to happen if the cursor is not within the game window

hard moth
#

loading_timer.wait_time = base_loading_time + anny_pos.distance_squared_to(mouse_pos) * 0.0002

#

I prob should yah put a check

#

for if cursor is actually on screen

tired haven
#

And if it's not, just ignore the teleoprt input

tired haven
#

Pixels or some relative unit?

hard moth
#

pxls, id assume

#

actually no clue

tired haven
#

Well, that is kinda unbalanced for displays with higher resolutions

hard moth
#

ok err not pixels

#

at least, not literally

tired haven
#

Is it relative to the window resolution?

hard moth
#

its relative to the game coordinate system

#

wich is the same no matter what

tired haven
#

Ok, that should be fine then

#

Then just fix the multidisplay exploit

hard moth
#

yar

tired haven
#

Should be an easy fix

#

Just a random edge case that wasn't accounted for

hard moth
tired haven
#

Interesting

#

By the way, I may have figured out what the black lines I've been seeing are

#

They appear to be possibly seams in the background

#

That show up as black lines due to reolution or something, not sure

cerulean bear
#

i haven't had any issues like that

tired haven
#

I'm on 1440p and I consistently see black lines while playing

#

One time one of them stayed on the screen long enough for me to identify what it is

tired haven
#

Cool

cerulean bear
#

mine is 1280 x 768. my monitor is a literal TV

hard moth
#

im gonna work on reducing lags / problems like that once im done with the specifications for upgrades for those that watn to help

#

wanted to get it done today but

#

I hav my calculus exam in two days and I played way too much Magic Survivals + Pxls reset happen mahi so will take longer

tired haven
hard moth
cerulean bear
#

1st run and as suspected i've found a way to exploit the worst fusion in the last update (it got a stealth rework, which makes it easier)

on a semi-related note, I do have my eye on a couple of the planned upgrades already, but i'll wait and see before commenting too much in case they aren't as strong as i think they might be

tulip frost
#

I kid you not, @itchio has been taken down by @OriginalFunko because they use some trash "AI Powered" Brand Protection Software called @BrandShieldltd that created some bogus Phishing report to our registrar, @iwantmyname, who ignored our response and just disabled the domain

#

Hope this won't cause too many issues monkaLaugh

tired haven
#

If it doesn't come back, just send the game executable here as a backup

#

It's a single file anyway

cerulean bear
#

Also rip game jam possibly too

hard moth
#

Wtf

#

Hopefully they figure something out, website is working rn for me tho

tired haven
#

Maybe the DNS is cached for you

#

Or they got it back up

#

Who knows

opal terrace
#

it was down for me, but it's also back now

cerulean bear
#

Something up with the server? I went to check the leaderboard and was having issues. I just tried logging out like last time, but i can't seem to log in again. it just says the site cannot be reached

#

before attempting to relog, i tried setting a score and it failed to send it

tired haven
#

Domain expired
You can access the server again if you add 46.163.232.21 rants.theharrisontemple.com to C:\Windows\System32\drivers\etc\hosts (open as plaintext)
Will be replacing the domain probably tomorrow, then Kotge needs to build a new version of the game

cerulean bear
#

i found the file, but how do i open something as plaintext?

tired haven
#

Open in a text editor
Note that you need to open the text editor as admin

#

Discord login might not work without a new redirect URI, I'm not sure

cerulean bear
#

it's more likely gonna be me messing something up neurOMEGALUL

tired haven
#

Once you have the thing in the hosts file, you should at least be able to connect to the server again

cerulean bear
#

do i get rid of the original? i had to save it elsewhere and copy the file to the folder

tired haven
#

You don't need the original, it's an additive configuration file

cerulean bear
#

yeah, i can't seem to get it to work. still says the site can't be reached

tired haven
#

Can you screenshot the file contents?

#

At least on my system it works when I redirect it to localhost

#

Or maybe Godot checks something different from everything else

cerulean bear
tired haven
#

Maybe you need a few more spaces, not sure

#

Try to align with all the other things

cerulean bear
#

same result

#

is it a problem if it is saved as a text document? before it just said file

tired haven
#

Yes

#

It must have the exact same name

#

Remove the file extension

cerulean bear
#

it doesn't have one in it's name, so i don't know how to change it

tired haven
#

In the top of the explorer window, click the view button and then check the file extensions box

#

Not the notepad, the file explorer

cerulean bear
#

thanks! i managed to log back in, but the leaderboard still doesnt load evilDeadge

tired haven
#

IOException

#

400 from Discord API

#

Let me just figure out where that comes from

#

It's possible Discord sees that the URL of the server is not valid and then just terminates something
I forgot what 400 means

opal terrace
#

400 means you are sending a bad request

tired haven
#

Well, never happened before the domain expiry

#

At least not with this server build

cerulean bear
#

it worked neuroHypers

hard moth
#

Super sent me the new link ill update the client shortly in a couple hours neuroKuru

#

The update specifications might also go up sometime today but don't bet on that

(I lied will take couple more days)

hard moth
#

oh the client tho should be updated

#

err as soon as it uploads

#

login & logout , leaderboard has been all checked using the new domain neuroHypers so thanks very much to superbox

tired haven
hard moth
hard moth
#

neuroKuru testing neuroKuru

tired haven
#

Interesting

hard moth
#

I thinj i figured out how ta drastically reduce lag, there shouldnt be an issue even w like 500+ enemies on screen at once if I can implement this NeuroSip

tired haven
#

Still all iin GDScript or are you bringing in C++?

hard moth
#

Iv also copy pasted the MagicSurvival way of spawning enemies so there should be less enemies in general

hard moth
tired haven
#

Alright then

hard moth
#

Its more of an issue with how area2d works and I dont wanna remake the node in c++ nor do I have a clue on how to

vernal hollow
#

if its the amount of area2d's you could combine alot of the area2d's into a single node and just add new shapes to the area2D for each enemy

hard moth
# vernal hollow whats the issue with area2d's you are having?

Its regarding the enemy live2ds. For some reason, if I have a lot of area2ds (enemies) overlap, there is a lot of lag. This is despite the fact that they are set so that they cannot interact with each other (using layers. They have the same layer but I have made it so that the mask does not detect anything in the same layer.)

vernal hollow
#

because it could also very well just be the rendering being overwhelmed

hard moth
#

Yah I also tried disabling the area2ds and it also removed the lag

vernal hollow
#

hmm.. interesting. do the area2d's have monitoring and such enabled?

hard moth
#

Iv disabled and enabled something like that, no change in lag (im assuming the monitoring property)

#

The only thing that worked was like the slimes, making sure there is no overlap, or, disabling the collision

vernal hollow
#

yep can confirm goblins do hurt performance LULE

hard moth
#

At this point im just gonna turn all the enemies into characterbodies so that the area2ds literally cant overlapp

#

Cause im scrapping navigation

#

Either that or reduce area2d size of all enemies

vernal hollow
#

hmm honestly not sure if that many character bodies won't hurt your performance in another way...

hard moth
#

Yahhh

#

Theres also the option of increasing the 'force' or whatever at which the navigation avoids each other

#

I forgor what field it was but it exists neuroTehe

vernal hollow
#

scrajj honestly i think the main issue might be using get_overlapping_areas instead of keeping track yourself

#

i'll experiment and see if i can improve it

hard moth
#

Would be great neuroHypers

hard moth
vernal hollow
#

(it does not fix your area2d issue tho, just tested it)

#

scrajj i just tried doing a few things... can't really find a good solution. you could try rolling your own collison and avoidance checking instead of using area2d's and then combine the collision shapes of the enemies into a single area2d node.
xdx it definitely helps

#

but if you think thats too difficult to change (which is understandable) i'd recommend trying your best to minimise the overlap as much as possible YES but i guess that was already going to be your solution

hard moth
#

NeuroNOTED2 thanks yah ill prob try my best to remove overlapps

hard moth
vernal hollow
#

btw increase the Radius on the NavigationAgent2D to 8px and it only drops about 30fps instead of halfing your fps PepeLaugh

#

9px avoidance radius

#

honestly the 9px avoidance change will just fix the issue you were having LULE it only really lags if they literally all surround you like in the screenshot the moment they move back to 165 max fps

hard moth
#

I should set variable av radius depending on enemy size, prob should have done that in the first place

vernal hollow
#

yeah probably the best idea YES

hard moth
#

specifications are finally almost done neuroKuru will post in a couple hours neuroKuru

#

along with a google sheets so you can see which upgrades need working on

#

I rewrote basically all of how stats modifiers work so now its much easier to use them. This will allow me to implement something called 'Collab Directives' I'v been scretely working on for a while, and will be included in the new update SMOCUS

#

ok they basically artifacts from Magic Survivals but build on top of each other so some ones require you already have another first

cerulean bear
#

Basically, you'd have a slot for a helmet, chestpiece, leggings, boots, one for each hand, and 1 or 2 accessories

hard moth
#

hem so limited artifacts like the old Magic Survivals

cerulean bear
#

Pieces could give 1 or 2 small boosts for damage or something, or on the highest rarity a special boost like cd (limited to 2 or 3)

You would be able to get a new piece of equipment or reforge it after defeating bosses, and sometimes upon levelup

cerulean bear
hard moth
#

so the idea I had was essentially you get to pick one 'directive' out of 4 random ones after each wave.

#

totally did not steal this idea from Magic Survivals

#

and you can combine directives to get special benefits

cerulean bear
#

To be fair, this kinda thing isn't unique to magic survival. Take STS for example with its relics

cerulean bear
hard moth
#

Directives being,

Latency (cd reduction), Responsibility (evasion), Independence (AI atk+), Reach (collection range), Brevity (speed), Hostility (general atk), Authority (collab partner boosts), Insurgency (Swarm), Therapy (Hp/s), Family (MaxHP+)

#

and for example if you combine

Brevity & Insurgency -> increase speed of all drones / pizza

#

or, Family & Therapy -> +1 revival chance

hard moth
cerulean bear
#

I guess this update will keep me busy for a while. Ended up pulling a terraria neurOMEGALUL

Though I'm partly responsible ReallyInnocent

cerulean bear
cerulean bear
hard moth
#

ill keep it in mind if I add accessories ontop of the directives, or if the directives don't really work out

cerulean bear
#

Yeah, I guess I'll try to work on the idea occasionally. For fun if nothing else

hard moth
#

@tulip frost and @upbeat edge or to anyone interested in helping implement upgrades, here are the specifications. https://docs.google.com/spreadsheets/d/1T-WltCej7oDYT0PI-O5kWa3X6PmWQn8J5mFQC1hchFc/edit?gid=0#gid=0

The red ones are the ones in need of implementation, there should be a field to put your name (Developer) if you are interested in working on it. Feel free to ask me as much questions as you need. A guide on creating new upgrades can be found at : https://github.com/KotgeDev/Neuro-Adventures/blob/main/docs/creating_new_upgrades.md

GitHub

Neuro Adventures! is a Survivors-like set in the Neuroverse - KotgeDev/Neuro-Adventures

#

I'v left the exact values purposely vague, you can set them to whatever makes sense and ill probably change or tinker with it during balancing the game.

hard moth
tired haven
#

Interesting stuff

hard moth
#

Oh thx for the pins neuroHypers

tulip frost
#

Thanks for the info, I'll look through it a bit and see if there is anything I can do, can't promise I will be of much help, but it's very interesting to see what kind of things you are working on and thinking about how to solve it is fun :3

tulip frost
#

Sidenote, do you have any intention on making the game playable for Neuro? I know it's not valid for the game jam, but it would be awesome to see the chance of them playing it just as an honorable mention

tired haven
tulip frost
#

Aww man, that's a shame

tired haven
#

Neuro API just doesn't really allow for real time stuff that well

#

This game would go terribly on Neuro API

cerulean bear
#

Neuro talking about exploding lavalamps is only gonna give me more ideas neurOMEGALUL

cerulean bear
# cerulean bear they do spawn near the player, but off-screen. they do have a spawn cap, and des...

I've been meaning to mention for a few days now, but it seems the current update changed it a bit. enemies seem to spawn at the edges of the screen too now, not just off screen. i don't think the clairvoyance artifact changes this, but idk.

something else I learned since then is enemies respawn immediately after being killed. I didn't actually know how fast they respawned before.

also, i assume you didn't add a spawn cap considering the lag fixes. If you did/do in the future, you should add a way to stop infinite kiting, especially because enemies don't despawn and then respawn around you. I would be able to achieve 50 hours if i felt inclined to do so, and even if my score goes up slowly, if there's no risk of dying then i can set any score i want basically

tulip frost
#

So quick question, when the file wants the script and icon resources, is there anywhere I need to go find them myself? Assuming I have the script and icon ready for testing, what do I add to the text file?

tulip frost
#

Now full disclaimer, I don't think I made something functional just yet, but it would be nice to figure out how to test it

upbeat edge
tulip frost
#

Still learning this program so will try to fix that then

cold egret
hard moth
#

I shu prob start drawing sprites for the new upgrades I jus realized NeuroSip

upbeat edge
#

Nah I've got all the art covered on my end trust

tulip frost
tulip frost
#

Okay so I feel like I'm not quite familiar enough with the program to make it work 100% but I still feel like I'm on the right track, if anyone would feel like sitting down at some point to discuss things that would be nice (Not today for obvious reasons but sometime soon)

hard moth
hard moth
tulip frost
#

Thanks! Much appreciated annytfHeart
I'll do my best to let you know whenever I have the free time, lots of family stuff going on today, but hopefully soon

cerulean bear
tulip frost
#

Looks better I'd say, wasn't sure it was going to be kept but it's easy to adjust if need be

cerulean bear
#

Yeah, looks better for sure. Only other changes I can think of is maybe making the eyes 1 pixel wider, one eye pixel being white, and making the mouth a little pinker. I know the fang is too small to add

Oh yeah, the horns maybe?

tired haven
#

It kinda looks off

#

And I kinda do a lot of pixel stuff for canvases

tulip frost
#

It does become more demonic the more I add to it

tired haven
#

Just look at all these pixel Neurons

#

I think it needs a hair outline

tulip frost
#

I do pokémon sprites for fun, this was just something I threw together in 5 minutes as a placeholder

tired haven
#

Yeah, Kotge will probably make a much better one

cerulean bear
#

I do no art related stuff, I just have my fumo right next to me

tulip frost
#

Here's just me throwing in more detail on it

cerulean bear
tulip frost
#

I have one right here as well, just don't want to make it over-designed for such simple sprites

cerulean bear
#

Fair

#

Well I'll stop back seat art-ing and go back to sleep. It's like 6 am here

tulip frost
#

No worries, always appreciate the feedback even if it's on something small

upbeat edge
#

Best lava lamp you've seen in your life. I'll send a pull request for it when I'm done commenting

cerulean bear
#

Did the Lava Lamp get lost in shipping? I don't see one neurOMEGALUL

upbeat edge
#

We ran out of budget for the lamp we could only afford the lava

cerulean bear
#

Try telling Vedal there's a problem with your budget. Surely he has a year old lambo or something he can sell

upbeat edge
#

mhm noted

upbeat edge
#

OK there's the pull request. I think. I've never made a pull request before so I'm just hoping I did it right neurOMEGALUL

hard moth
#

neuroHypers will check tom as soon as I wake up

#

but looks great already

cold egret
cold egret
#

I made a sound for the plasma globe! I hope you think it's good, turns out electricity has a pretty unique sound lol

#

after a little more experimentation I think this one sounds more unique and more like lightning :D

languid bone
#

Or is it like a swap characters thing kinda like how Holocure(another vtuber related survivors-like game but this time featuring the talents of Holocure) has multiple characters

cerulean bear
#

right now vedal, anny and both neuro's are in game

languid bone
#

Gotcha

#

Is evil Neuro a villain or a playable character?

tired haven
#

Neuros are allies, Anny and Vedal are the player characters

languid bone
#

Gotcha

tired haven
#

Currently Anny + Evil is the meta

languid bone
#

I mean

#

There’s only like what

#

4 combos? Atm

tired haven
#

(I run the server for that thing)

languid bone
#

Hold on, I think I may have a couple of ideas based off some HoloCure weapons and items

#

Give me a moment to brainstorm

#

Also are we planning on any super moves

#

Cause HoloCure has a special depending on the character with various effects(for example Bae is able to shoot all weapons with no cooldown for 5 seconds while Sana turns invincible for a short time then attracts all items to her)

#
HoloCure Wiki

Energy Drink is an item in HoloCure - Save the Fans!. It is unlocked by completing the I Like the Cotton Candy Flavor achievement, which requires surviving for at least 10 minutes in a single run with Mori Calliope. Players will receive the achievement whether they win or lose the run.

#

This might be a cool exclusive item for vedal

#

It’s a stat up item in HoloCure

#

Maybe some Pairings could have signature items

#

Any ideas for some side modes?

#

I was thinking the neuro verse could contain this and

#

Girls Night(the fnaf neuro fangame)

#

Maybe this is the reason neuro and vedal can’t help the player of girls Night during the day

#

Cause in that one Evil Neuro is the main villian, and Neuro and Vedal are trying to prevent her from escaping the computer(and several other famous vtubers that Neuro has been with have escaped into the house from artwork the player of girls night drew

hard moth
hard moth
cerulean bear
#

so there's something i thought of a week or two ago, but it's proving a tad difficult to test, although i've only tried twice so far. i'm trying to see what happens if i can keep the boss alive long enough for the next one to spawn

#

I assume they would just both exist at once, but it doesnt hurt to test. unfortunately they are too squishy because i kill them when actively trying not to

#

i happened to get a good demonstration of how op a single level 1 pizza can be on the second attempt. will upload it after neuro goes to sleep tonight (provided i don't forget)

cold egret
#

I guess to make sure you don't kill the boss you kinda have to only upgrade your non-attacking upgrades as well as your basic attacks. Every other upgrade would potentially kill the boss too soon

cerulean bear
#

you also need to stop the swarm (lol) of enemies, so you need enough damage for that. evil with max knife has too much damage and range to not kill the boss, and vedal has very small AOE and his rum gets blocked.

I'll probably have to use neuro for her speed, and only use her swords because i can at least control them

cold egret
#

yeah, that's what I was thinking, Anny and Neuro is probably the best combo for dealing with enemies while not killing the boss

cerulean bear
#

i tried vedal because he's faster, and the range is super helpful. and if i'm using neuro i'd rather have the extra speed i think.

it might be better to wait for the update to test it because there will be far more options at my disposal

cerulean bear
cerulean bear
#

i got the pizza in the last couple minutes

tired haven
#

Very framerate, highly optimized

#

(I literally die if the framerate goes consistently that bad)

hard moth
#

There shouldn't be framerate issues once the new update drops, which, is gonna be delayed caus I wanna participate in the game jam NeuroSip

cerulean bear
#

I'll be watching the subathon anyway so I don't know how much I would actually be playing. I only have one monitor, so I can't play and watch.

Oddly enough, I can handle it with lower framerate. Probably because I'm used to lower performance settings anyway (I've resorted to playing Minecraft with a render distance of 2 chunks a couple times to give an idea)

#

While participating in the game jam would be cool, I don't have any of the skills (programming, art, sound design, etc) to actually do anything, aside from what I've done here. Also my family is doing Christmas today, so i'd miss like the first 18 hours between that and sleep

tired haven
#

I'm kinda part of the #programming team for the game jam
We're doing a full on song and I'm responsible for handling the Neuro voice RVC part

#

Our song pipeline is the biggest part of the team

cold egret
cerulean bear
#

It was annoying, but I can be obscenely stubborn at times neurOMEGALUL

tulip frost
#

Okay I got the basic functionality of the Evil Fumo going, I just need to figure out how to use the cooldown timer, doesn't seem to want to start for me

hard moth
#

I think its timerName.start()

#

Unless thats not working for some reason

tulip frost
#

That isn't working sadly, might be something wrong with the way I'm trying to connect it or trigger it

tulip frost
#

I am pretty confused about it I admit, from what I can see it should work, it looks identical to how it does in other upgrades unless i'm missing something silly

hard moth
#

hmmmm once this game jam is over ill try my best to look into it.

#

Most likely I broke something with my last refractor

tired haven
#

Ok then I guess
The game jam is quite interesting, we're already done with our song and it's really good

hard moth
#

@swift edge moving the convo here as to not off-topic #2024-game-jam , but if there's any other things regarding the game that would be good to add, or changed, feel free to talk about them here and I can try making a simple planner for it if you want to make a pull request for it (If you want to work on it directly). Or if not I might implement it in a future update.

For simple UI things like a timer, if you want it added you can just go ahead I think and make it if you want, it shouldn't conflict with anything that is currently being worked on. (there's already a variable that stores time iirc so its only a matter of displaying that)

swift edge
#

yeah ill probably submit some pull requests at some point down the line. although not for a month at least as im entering the boss rush game jam for january lol

cerulean bear
#

Petition for anny to get raise the timer neurowheeze
(I'm joking, lol)

cold egret
#

While trying to make a metal pipe sound I somehow made this, maybe you can use it for something but I just want to share it

tired haven
#

That's a very Undertale-y sound

cold egret
#

honestly I don't hear it, but I will absolutely take it lol

cerulean bear
#

i've never played undertale. it sounds like a blaster or something from a retro game to me. i'm just glad its not as annoying as the pipe sound effect

cold egret
#

btw, for the harpoon sfx, will Evil be throwing the harpoon or shooting a harpoon gun?

hard moth
cerulean bear
cold egret
thick bane
#

Might as well make a "indie vtuber" survivor.

swift folio
thick bane
#

🤷‍♂️

cerulean bear
#

added a couple of quotes to the doc, hope that's ok neuroHypers

It's almost like Twitch hates you is a reference to promote, because for some reason twitch blocks them from receiving gift subs

hard moth
#

neurOMEGALUL I jus completed that an hour ago and was planning on asking for quotes. Feel free to add much as you want or make better ones for existing quotes neuroHypers

tired haven
#

What is the quotes system thing?

hard moth
#

Its flavor text for the new directives thing im working on

#

(Sheet in pins)

tired haven
#

Interesting I guess
Well, if you need something more on the server, just let me know

hard moth
#

The new achievements saving system should hopefully just work, if it doesn't ill notify you

tired haven
#

Well, you gotta test it so I can know if I can update the live version of the server

cerulean bear
cerulean bear
#

added a quote for latency overdrive neuroHypers

hard moth
#

Some of these were placeholder names so might move some quotes around fyi

#

Also feel free to suggest better names

cerulean bear
#

i'm sure i'll have time to cook name ideas during the last "3" hours of the subathon (provided i stay awake, its almost 9:30 pm, and tomorrow is my birthday so i should probably sleep)

hard moth
#

Ah yes last "3" hours neurOMEGALUL

cerulean bear
#

last year it ended at almost 9 am, and i stayed up pretty much all night.

it's 6 am right now, but i slept pre-emptively so i managed to hold

hard moth
cold egret
cerulean bear
#

Personally I like the 3rd one the most. The other 2 are a bit louder/longer, and I feel like if I'm hearing them for like 40 minutes straight they'll start to get annoying.

That said, I feel something that sounds a bit closer to something being thrown might be better. Like if you quickly move your hand through the air you can hear it. Alternatively, another idea is something like a boomerang or dagger spinning through the air

#

And oh dear God, I went back and listened to the pipe ones and they are so loud in comparison. I remembered being glad they were quieter than the actual pipe sound effect neurOMEGALUL

cold egret
#

lmao, sorry, it's hard to keep the volume consistent

#

I could make it sound similar to something being thrown, but since there are already actual thrown weapons that also have/need sound effects I think that might make it too similar to those

hard moth
#

Oh I think the sounds work, I also like #3 the most.

#

Btw, im probably not going to add the baseball bats and the plasma ball this update for balancing reasons (and to scope down a bit so this update doesnt take forever to release)

#

(Just a note so no one gets confused why they are missing in the immediate update. Ill most likely be adding them when I add the new map & miniko, or in a smaller balancing update before I do that)

#

Right now sfx I am missing is:

Harpoon (again technically I can re use the angel one so not a neccesity but a more metalic and sharp throwing sound might be cool)

Bullet / gun firing (singular fire)

Glass shattering (might be cool for the Lava lamp)

#

As for volume there is no need to worry about them too much because I can easily modify them within Godot @cold egret

cold egret
hard moth
#

for picking up directives NeuroSip will spawn randomly near the collab partner after each wave. nearly done w em, hopefully I can move on to the new upgrades tomarrow.

tired haven
#

Have you tested the updated server yet?

hard moth
#

nop ill prob get to that once im don w both the directives and upgrades since I can't make the new achievements until those are done NeuroSip

#

I am tryna get it done this week tho

tired haven
#

Alright then

cold egret
hard moth
#

working on upgrades to-day

cold egret
cerulean bear
#

I got a quote in mind for networking obsession and potentially seasoned babysitter. I'll add them the next time I'm on my PC

unreal thunder
#

top score get

tired haven
unreal thunder
#

lol

icy fox
#

wait a sec... is the game live???

#

like is it playable rn?

tired haven
icy fox
#

hell yeah, gonna try finding it neuroHypers

#

btw is there like a link or something?

tired haven
#

Pins

icy fox
unreal thunder
#

wasn't satisfied with my top score, so I did it again

#

:>

hard moth
#

New update will probably drop tomarrow as long as I don't encounter a dum bug that takes the whole day to solve neuroPeek

#

But itlll be like a test version to find potential bugs and balancing issues. Will have some features missing but they wont affect gameplay like the achievements saving system, which I need to test the server first so will take longer.

tired haven
#

Is the server tested yet?

#

I have still yet to update the prod server, as I'm waiting for you to test it locally

hard moth
#

no not yet hence why a version without it would be uploaded* first, I need time to test it + make the new achievement names / art

tired haven
#

I guess hopefully your new version is not dependent on the new server

#

Just make sure the new version is separately identified by the server

hard moth
#

shouldn't be, but thanks for the reminder, I have now updated the version number.

tired haven
#

Very important to do so now that there's gonna be a big balance change instead of just a simple bug fix

hard moth
#

yar its now 1.5

#

1.5.0 -> tomarrow (hopefully), all basic features

1.5.y -> several patches for server upgrade (achievements), bugfixes, balancing, etc.

tired haven
#

Sounds good to me
I wonder who's gonna hold the top scores on V1.5+

cerulean bear
hard moth
#

feature creap mahi

#

yah im adding mabe too much at once this update

#

but I figured you would really need a stats page for the directives

cerulean bear
hard moth
#

rn clicking on the upgrades does nothing, but in a patch after the udpate is out ill add a popup window with exact stats NeuroSip

cerulean bear
#

And I'm not complaining about the size of the update. It gives me a lot to play around with and I'm hyped for it

#

I'm just poking fun that terraria does the same thing. They've turned a simple crossover update with dead cells into something that's taken probably a year and a half and is still not out. They just keep cooking

tired haven
#

Oh yeah, I completely forgot about Terraria and their update thing

cerulean bear
#

I added quotes for seasoned babysitter (hahaha, you missed ****) and networking obsession (the voices guide me)

The first of the two of course being a reference the the twin dev stream.

#

Classic discord. That's 4 *'s and it thought I wanted italics

tired haven
#

You could try to use \ (escape the *)

#

Like that you can have *text* between them

#

Pretty convenient

cerulean bear
#

I also added quotes for pro gamer AI and pro gamer partner. Both being classic keep talking and nobody explodes references

tired haven
#

By the way, I just remembered that Anny kinda easily overuses oranges
Could maybe try scaling the orange pickup range with how many are collected? Not sure

thick bane
#

Can you make the browser version mobile compatible? Like add a small virtual thumbstick.

unreal thunder
#

already told kotge about the mass orange overuse

tired haven
thick bane
#

But I can't move

cerulean bear
#

There would need to be buttons for the collab abilities and the swap mechanic being added too

hard moth
#

one more upgrade to go until im done neuroKuru (still have some icons to draw tho but after that the main part of the update is done neuroHypers )

#

ill be uploading a version with the score-sending turned off so that some balancing can be done and any bugfixes caus I haven't actually tested all of the directives

tired haven
hard moth
#

Hoping to upload ~8-10 hrs from now. Everythin ready except some test runs an a couple icons. PauseSama

cold egret
#

also, this was originally an alternate version of the lava lamp sfx that I decided wasn't as good, but I just realized it might be good as an sfx for when Vedal's rum hits an enemy!

hard moth
#

alr my internet is pretty bad rn but once this is done ill be able to post neuroHypers

tired haven
#

Make sure to test all the features work well

hard moth
#

iv checked 90% of the stuff but erm some of the directives might not work

tired haven
#

Guess I'll find out if it works once I test it

#

By the way, it would be fun if you added automated updates similar to what Neuroverse TCG has, that would be cool

cerulean bear
#

I guess it's time to break stuff vedalEvilGiggle

hard moth
tired haven
#

Neuroverse TCG has the auto-updates built-in into the exe now

hard moth
#

having some troubles with the exporting caus im doing it from a different computer neuroBwaa

#

the icon is now missing for some reason

#

but rest of the game works so uploading

tired haven
hard moth
#

nvm

#

it is somehow fixed

#

I guess it just was slow at loading

#

upload will be done in like a minute PauseSama

unreal thunder
hard moth
#

... or not found a bug

tired haven
#

welldoneneuro Very few bugs

hard moth
#

which happened because I fixed another bug

tired haven
#

Guess it's time to wait more

cerulean bear
#

classic

unreal thunder
tired haven
#

By the way, I have no clue how you're able to send images despite lack of embed perms
Do they like, have embeds for everyone on threads?

unreal thunder
#

I have it now though

#

on regular channels

tired haven
#

Doesn't show up in your roles

#

Odd

unreal thunder
#

hm

tired haven
#

Very odd

unreal thunder
#

oh wait, seems on some other channels I don't

cerulean bear
unreal thunder
#

guess it doesn't apply to threads then

tired haven
#

I guess they just allow everyone to embed on threads

#

Makes sense for the art forum, not sure about this one

hard moth
#

ok erm fixed

unreal thunder
#

is it your birthday btw, miffin

cerulean bear
#

that was 12 days ago on the 16th neurOMEGALUL

unreal thunder
#

noticed

#

a birthday role?

cerulean bear
#

i guess i'm shiro 2.0 now neurOMEGALUL

unreal thunder
#

eh

hard moth
unreal thunder
tired haven
unreal thunder
#

hm, filter % values seem to have changed a lot

#

and it goes down when leveling now?

tired haven
#

I think I already found a bug

#

Or visual issue

hard moth
#

Not really a bug a visual issue I need to fix

#

anything not Tier I don't really increase chances of anything

#

oh yah my ping list

#

https://kotgedev.itch.io/neuro-adventures

@tired haven
@cerulean bear
@finite hull

Neuro Adventures 1.5 Beta is out!

This is a test version so the leaderboard has been disabled. Please alert me of any bugs, or any balancing suggestions.

If you want to be removed from this ping list, or added, please tell me and ill do so.

itch.io

A survivors-like set in the Neuroverse

unreal thunder
#

ah, you have a ping list

#

add me also then

#

woot

#

so why does filter value decrease when leveling it now?

hard moth
#

errr balans

#

or just lazy to swap the numbers

#

I should probably

#

either way 100% should be possible now

unreal thunder
#

is it still the same values as 1.4?

#

where max level is 90%?

hard moth
#

80% now

unreal thunder
#

so these are the wrong values then?

hard moth
#

25+25+20+10 = 80 ?

unreal thunder
#

oh

hard moth
#

is what I mean

unreal thunder
#

it's incremental now

#

I see

hard moth
#

and then +15 % from a directive and +10 % from another

unreal thunder
#

didn't notice the +, thought it was still cumulative

hard moth
#

oh yah most of the descriptions been updated to follow a more strict guideline

unreal thunder
#

why to incremental now though, it's more difficult to easily see total values for each level now

hard moth
#

mainly because you can see total value from the stats page

unreal thunder
#

hm

cerulean bear
#

i looked through the upgrades and pipes doesn't have a level 6

tired haven
#

Those monitor things sure are common

unreal thunder
#

that would be from in-game

#

from a strategy planning perspective, having it incremental may be worse

hard moth
#

(oh and I wanted to make it clear that each lvl increases the filter by smaller values)

unreal thunder
#

if anything that would be misleading

#

as the total damage received is not a function of the additive increase

cerulean bear
#

also, no fumo upgrade sadge

unreal thunder
#

it's distance from 100%

hard moth
#

will update rn

unreal thunder
#

closer you get to 100%, the more damage is decreased for each 1% increase

cerulean bear
#

80% filter is 80% damage reduction from the AI. so 10% more and you take half the damage you would at 80%

unreal thunder
#

yes, that's my point

hard moth
unreal thunder
#

to indicate the later levels have a smaller additive decrease is misleading, as the actual % damage reduction at later levels is higher

#

you may want to consider multiple sets of standards rather than one uniform for all values, or you'll run into clarity problems like this

#

which apply consistently to their respective areas

#

I'd venture that most new players would see each later level's additive increase is lower, so they'd assume diminishing returns quickly

#

which would be the opposite of what actually happens

tired haven
#

So far Neuro still seems a little weak on AOE

unreal thunder
#

also, new skills, cool

tired haven
#

And healing for both Vedal and Neuro still seems low

#

Just initial thoughts though

hard moth
tired haven
#

Huh? Why did Neuro stop following?

hard moth
#

the main reason for consistency is because of directives,

saying

AIs now do 50% less damage to collab partners,

doesn't make too much sense when

a directive can add +10% to the filter, so the total is

60% filter, thus 60% less damage

unreal thunder
cerulean bear
#

say you have 80% filter, you take 20% damage. 90% means you take 10%

unreal thunder
#

and the far as the player is concerned, the damage reduction is what matters, the % value added doesn't

tired haven
unreal thunder
#

yes, so 80-90% is a 50% decrease in damage between the two

hard moth
unreal thunder
#

to describe it as just +10% filter would definitely mislead many new players

tired haven
hard moth
unreal thunder
#

I spend a massive amount of time perfecting the descriptions and code documentations in my red alert 2/yuri's revenge mod, clear descriptions are really important

#

I get why you made everything +- format, you don't want to just arbitrarily describe stuff, it's chaotic as a dev

#

but it's important to focus on the end result for the player above all else

cerulean bear
unreal thunder
#

so I'd recommend developing more than one description/wording standard, for application to their respective types of cases

hard moth
#

ESL moment CirnoBuffering

#

I might revert filter to the original way of descriptions,

#

and just add the + filter part

unreal thunder
#

the original cumulative filter % was ideal

#

where you list the total filter% at each level

cerulean bear
#

"x% reduced damage from friendly fire"

unreal thunder
#

e.g lvl 1 has 30% filter, level 2 has 50%, level 3 75%, level 4 90% filter

#

that was completely fine

#

directives would then make sense to add +% filter to that

hard moth
#

yah that should work

unreal thunder
#

ye

#

and if directives would ever to also have levels (hypothetically speaking), their filter values would be cumulative descriptions per level also, and you would just add up the cumulative sources of filter to get your total amount

#

this way the player doesn't need to add up so many values

#

just add one value from each source of filter

hard moth
#

25% filter ( AI will do 30% less damage to collab partners )

50% filter ( AI will do 50% less damage to collab partners )

...

unreal thunder
#

ah yes, isn't it 33.33% less damage lol

#

for 25% filter

hard moth
unreal thunder
unreal thunder
#

so that jumped out at me instantly